System and method for marksmanship training

ABSTRACT

A system and method for simulating lead of a target includes a network, a simulation administrator and a user device connected to the network, a database connected to the simulation administrator, and a set of position trackers positioned at a simulator site. The user device includes a virtual reality unit and a computer connected to the set of virtual reality unit and to the network. A generated target is simulated. The target and the user are tracked to generate a phantom target and a phantom halo. The phantom target and the phantom halo are displayed on the virtual reality unit at a lead distance and a drop distance from the target as viewed through the virtual reality unit.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation in part of U.S. application Ser. No.14/149,418 filed Jan. 7, 2014, which is a continuation in part of U.S.application Ser. No. 13/890,997 filed May 9, 2013. Each of the patentapplications identified above is incorporated herein by reference in itsentirety to provide continuity of disclosure.

FIELD OF THE INVENTION

The present invention relates to devices for teaching marksmen how toproperly lead a moving target with a weapon. More particularly, theinvention relates to optical projection systems to monitor and simulatetrap, skeet, and sporting clay shooting.

BACKGROUND OF THE INVENTION

Marksmen typically train and hone their shooting skills by engaging inskeet, trap or sporting clay shooting at a shooting range. The objectivefor a marksman is to successfully hit a moving target by tracking atvarious distances and angles and anticipating the delay time between theshot and the impact. In order to hit the moving target, the marksmanmust aim the weapon ahead of and above the moving target by a distancesufficient to allow a projectile fired from the weapon sufficient timeto reach the moving target. The process of aiming the weapon ahead ofthe moving target is known in the art as “leading the target”. “Lead” isdefined as the distance between the moving target and the aiming point.The correct lead distance is critical to successfully hit the movingtarget. Further, the correct lead distance is increasingly important asthe distance of the marksman to the moving target increases, the speedof the moving target increases, and the direction of movement becomesmore oblique.

FIG. 1 depicts the general dimensions of a skeet shooting range. Skeetshooting range 100 has high house 101 and low house 102 separated bydistance 111. Distance 111 is about 120 feet. Station 103 is adjacenthigh house 101. Station 109 is adjacent low house 102. Station 110 isequidistant from high house 101 and low house 102 at distance 112.Distance 112 is about 60 feet. Station 106 is equidistant from highhouse 101 and low house 102 and generally perpendicular to distance 111at distance 113. Distance 113 is 45 feet. Station 106 is distance 114from station 103. Distance 114 is about 75 feet. Stations 104 and 105are positioned along arc 121 between stations 103 and 106 at equal arclengths. Each of arc lengths 122, 123, and 124 is about 27 feet.Stations 107 and 108 are positioned along arc 121 between stations 106and 109 at equal arc lengths. Each of arc lengths 125, 126, and 127 is26 feet, 8⅜ inches.

Target flight path 116 extends from high house 101 to marker 117. Marker117 is positioned about 130 feet from high house 101 along target flightpath 115. Target flight path 115 extends from low house 102 to marker118. Marker 118 is about 130 feet from low house 102 along target flightpath 116. Target flight paths 115 and 116 intersect at target crossingpoint 119. Target crossing point 119 is positioned distance 120 fromstation 110 and is 15 feet above the ground. Distance 120 is 18 feet.Clay targets are launched from high house 101 and low house 102 alongtarget flight paths 115 and 116, respectively. Marksman 128 positionedat any of stations 103, 104, 105, 106, 107, 108, 109, and 110 attemptsto shoot and break the launched clay targets.

FIG. 2 depicts the general dimensions of a trap shooting range. Trapshooting range 200 comprises firing lanes 201 and trap house 202.Stations 203, 204, 205, 206, and 207 are positioned along radius 214from center 218 of trap house 202. Radius 214 is distance 216 fromcenter 218. Distance 216 is 48 feet. Each of stations 203, 204, 205,206, and 207 is positioned at radius 214 at equal arc lengths. Arclength 213 is 9 feet. Stations 208, 209, 210, 211, and 212 arepositioned along radius 215 from center 218. Radius 215 is distance 217from center 218. Distance 217 is 81 feet. Each of stations 208, 209,210, 211, and 212 is positioned at radius 215 at equal arc lengths. Arclength 227 is 12 feet. Field 226 has length 221 from center 218 alongcenter line 220 of trap house 202 to point 219. Length 221 is 150 feet.Boundary line 222 extends 150 feet from center 218 at angle 224 fromcenter line 220. Boundary line 223 extends 150 feet from center 218 atangle 225 from center line 220. Angles 224 and 225 are each 22° fromcenter line 220. Trap house 202 launches clay targets at varioustrajectories within field 226. Marksman 228 positioned at any ofstations 203, 204, 205, 206, 207, 208, 209, 210, 211, and 212 attemptsto shoot and break the launched clay targets.

FIGS. 3A, 3B, 3C, and 3D depict examples of target paths and associatedprojectile paths illustrating the wide range of lead distances anddistances required of the marksman. The term “projectile,” as used inthis application, means any projectile fired from a weapon but moretypically a shotgun round comprised of pellets of various sizes. Forexample, FIG. 3A shows a left to right trajectory 303 of target 301 andleft to right intercept trajectory 304 for projectile 302. In thisexample, the intercept path is oblique, requiring the lead to be agreater distance along the positive X axis. FIG. 3B shows a left toright trajectory 307 of target 305 and intercept trajectory 308 forprojectile 306. In this example, the intercept path is acute, requiringthe lead to be a lesser distance in the positive X direction. FIG. 3Cshows a right to left trajectory 311 of target 309 and interceptingtrajectory 312 for projectile 310. In this example, the intercept pathis oblique and requires a greater lead in the negative X direction. FIG.3D shows a proximal to distal and right to left trajectory 315 of target313 and intercept trajectory 316 for projectile 314. In this example,the intercept path is acute and requires a lesser lead in the negative Xdirection.

FIGS. 4A and 4B depict a range of paths of a clay target and anassociated intercept projectile. The most typical projectile used inskeet and trap shooting is a shotgun round, such as a 12 gauge round ora 20 gauge round. When fired, the pellets of the round spread out into a“shot string” having a generally circular cross-section. Thecross-section increases as the flight time of the pellets increases.Referring to FIG. 4A, clay target 401 moves along path 402. Shot string403 intercepts target 401. Path 402 is an ideal path, in that novariables are considered that may alter path 402 of clay target 401 onceclay target 401 is launched.

Referring to FIG. 4B, path range 404 depicts a range of potential flightpaths for a clay target after being released on a shooting range. Theflight path of the clay target is affected by several variables.Variables include mass, wind, drag, lift force, altitude, humidity, andtemperature, resulting in a range of probable flight paths, path range404. Path range 404 has upper limit 405 and lower limit 406. Path range404 from launch angle θ is extrapolated using:

$\begin{matrix}{x = {x_{o} + {v_{xo}t} + {\frac{1}{2}a_{x}t^{2}} + C_{x}}} & {{Eq}.\mspace{14mu} 1} \\{y = {y_{o} + {v_{yo}t} + {\frac{1}{2}a_{y}t^{2}} + C_{y}}} & {{Eq}.\mspace{14mu} 2}\end{matrix}$where x is the clay position along the x-axis, x_(o) is the initialposition of the clay target along the x-axis, v_(xo) is the initialvelocity along the x-axis, a_(x) is the acceleration along the x-axis, tis time, and C_(x) is the drag and lift variable along the x-axis, y isthe clay position along the y-axis, y_(o) is the initial position of theclay target along the y-axis, v_(yo) is the initial velocity along they-axis, a_(y), is the acceleration along the y-axis, t is time, andC_(y) is the drag and lift variable along the x-axis. Upper limit 405 isa maximum distance along the x-axis with C_(x) at a maximum and amaximum along the y-axis with C_(y) at a maximum. Lower limit 406 is aminimum distance along the x-axis with C_(x) at a minimum and a minimumalong the y-axis with C_(y) at a minimum. Drag and lift are given by:

$\begin{matrix}{F_{drag} = {\frac{1}{2}\rho\; v^{2}C_{D}A}} & {{Eq}.\mspace{14mu} 3}\end{matrix}$where F_(drag) is the drag force, ρ is the density of the air, ν isν_(o), A is the cross-sectional area, and C_(D) is the drag coefficient;

$\begin{matrix}{F_{lift} = {\frac{1}{2}\rho\; v^{2}C_{L}A}} & {{Eq}.\mspace{14mu} 4}\end{matrix}$where F_(lift) is the lift force, ρ is the density of the air, ν is ν₀,A is the planform area, and C_(L) is the lift coefficient.

Referring to FIG. 5, an example of lead from the perspective of themarksman is described. Marksman 501 aims weapon 502 at clay target 503moving along path 504 left to right. In order to hit target 503,marksman 501 must anticipate the time delay for a projectile fired fromweapon 502 to intercept clay target 503 by aiming weapon 502 ahead ofclay target 503 at aim point 505. Aim point 505 is lead distance 506ahead of clay target 503 along path 504. Marksman 501 must anticipateand adjust aim point 505 according to a best guess at the anticipatedpath of the target.

Clay target 503 has initial trajectory angles γ and β, positionalcoordinates x₁, y₁ and a velocity v₁. Aim point 505 has coordinates x₂,y₂. Lead distance 506 has x-component 507 and y-component 508.X-component 507 and y-component 508 are calculated by:Δx=x ₂ −x ₁  Eq. 5Δy=y ₂ −y ₁  Eq. 6where Δx is x component 507 and Δy is y component 508. As γ increases,Δy must increase. As γ increases, Δx must increase. As β increases, Δymust increase.

The prior art has attempted to address the problems of teaching properlead distance with limited success. For example, U.S. Pat. No. 3,748,751to Breglia et al. discloses a laser, automatic fire weapon simulator.The simulator includes a display screen, a projector for projecting amotion picture on the display screen. A housing attaches to the barrelof the weapon. A camera with a narrow band-pass filter positioned toview the display screen detects and records the laser light and thetarget shown on the display screen. However, the simulator requires themarksman to aim at an invisible object, thereby making the learningprocess of leading a target difficult and time-consuming.

U.S. Pat. No. 3,940,204 to Yokoi discloses a clay shooting simulationsystem. The system includes a screen, a first projector providing avisible mark on the screen, a second projector providing an infraredmark on the screen, a mirror adapted to reflect the visible mark and theinfrared mark to the screen, and a mechanical apparatus for moving themirror in three dimensions to move the two marks on the screen such thatthe infrared mark leads the visible mark to simulate a lead-sightingpoint in actual clay shooting. A light receiver receives the reflectedinfrared light. However, the system in Yokoi requires a complexmechanical device to project and move the target on the screen, whichleads to frequent failure and increased maintenance.

U.S. Pat. No. 3,945,133 to Mohon et al. discloses a weapons trainingsimulator utilizing polarized light. The simulator includes a screen anda projector projecting a two-layer film. The two-layer film is formed ofa normal film and a polarized film. The normal film shows a backgroundscene with a target with non-polarized light. The polarized film shows aleading target with polarized light. The polarized film is layered ontop of the normal non-polarized film. A polarized light sensor ismounted on the barrel of a gun. However, the weapons training simulatorrequires two cameras and two types of film to produce the two-layeredfilm making the simulator expensive and time-consuming to build andoperate.

U.S. Pat. No. 5,194,006 to Zaenglein, Jr. discloses a shootingsimulator. The simulator includes a screen, a projector for displaying amoving target image on the screen, and a weapon connected to theprojector. When a marksman pulls the trigger a beam of infrared light isemitted from the weapon. A delay is introduced between the time thetrigger is pulled and the beam is emitted. An infrared light sensordetects the beam of infrared light. However, the training device inZaenglein, Jr. requires the marksman to aim at an invisible object,thereby making the learning process of leading a target difficult andtime-consuming.

U.S. Patent Publication No. 2010/0201620 to Sargent discloses a firearmtraining system for moving targets. The system includes a firearm, twocameras mounted on the firearm, a processor, and a display. The twocameras capture a set of stereo images of the moving target along themoving target's path when the trigger is pulled. However, the systemrequires the marksman to aim at an invisible object, thereby making thelearning process of leading a target difficult and time-consuming.Further, the system requires two cameras mounted on the firearm makingthe firearm heavy and difficult to manipulate leading to inaccurateaiming and firing by the marksman when firing live ammunition withoutthe mounted cameras.

The prior art fails to disclose or suggest a system and method forsimulating a lead for a moving target using generated images of targetsprojected at the same scale as viewed in the field and a phantom targetpositioned ahead of the targets having a variable contrast. The priorart further fails to disclose or suggest a system and method forsimulating lead in a virtual reality system. Therefore, there is a needin the art for a shooting simulator that recreates moving targets at thesame visual scale as seen in the field with a phantom target to teachproper lead of a moving target in a virtual reality platform.

SUMMARY

A system and method for simulating lead of a target includes a network,a simulation administrator connected to the network, a databaseconnected to the simulation administrator, and a user device connectedto the network. The user device includes a set of virtual reality unit,and a computer connected to the virtual reality unit and to the network.A set of position trackers are connected to the computer.

In a preferred embodiment, a target is simulated. In one embodiment, asimulated weapon is provided. In another embodiment, a set of sensors isattached to a real weapon. In another embodiment, a set of gloves havinga set of sensors is worn by a user. The system generates a simulatedtarget and displays the simulated target upon launch of the generatedtarget. The computer tracks the position of the generated target and theposition of the virtual reality unit and the weapon to generate aphantom target and a phantom halo. The generated phantom target and thegenerated phantom halo are displayed on the virtual reality unit at alead distance and a drop distance from the live target as viewed throughthe virtual reality unit. The computer determines a hit or a miss of thegenerated target using the weapon, the phantom target, and the phantomhalo. In one embodiment, the disclosed system and method is implementedin a two-dimensional video game.

The present disclosure provides a system which embodies significantlymore than an abstract idea including technical advancements in the fieldof data processing and a transformation of data which is directlyrelated to real world objects and situations. The disclosed embodimentscreate and transform imagery in hardware, for example, a weaponperipheral and a sensor attachment to a real weapon.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosed embodiments will be described with reference to theaccompanying drawings.

FIG. 1 is a plan view of a skeet shooting range.

FIG. 2 is a plan view of a trap shooting range.

FIG. 3A is a target path and an associated projectile path.

FIG. 3B is a target path and an associated projectile path.

FIG. 3C is a target path and an associated projectile path.

FIG. 3D is a target path and an associated projectile path.

FIG. 4A is an ideal path of a moving target.

FIG. 4B is a range of probable flight paths of a target.

FIG. 5 is a perspective view of a marksman aiming at a moving target.

FIG. 6 is a schematic of a simulator system of a preferred embodiment.

FIG. 7 is a schematic of a simulation administrator of a preferredembodiment.

FIG. 8 is a schematic of a user device of a simulator system of apreferred embodiment.

FIG. 9A is a side view of a user device of a virtual reality simulatorsystem of a preferred embodiment.

FIG. 9B is a front view of a user device of a virtual reality simulatorsystem of a preferred embodiment.

FIG. 10A is a side view of a simulated weapon for a virtual realitysystem of a preferred embodiment.

FIG. 10B is a side view of a real weapon with a set of sensorsattachment for a virtual reality system of a preferred embodiment.

FIG. 10C is a detail view of a trigger sensor of a preferred embodiment.

FIG. 10D is a detail view of a set of muzzle sensors of a preferredembodiment.

FIG. 11 is a top view of a glove controller for a virtual reality systemof a preferred embodiment.

FIG. 12 is a schematic view of a virtual reality simulation environmentof a preferred embodiment.

FIG. 13 is a command input menu for a virtual reality simulator systemof a preferred embodiment.

FIG. 14 is a flow chart of a method for runtime process of a virtualreality simulation system of a preferred embodiment.

FIG. 15A is top view of a user and a simulation environment of apreferred embodiment.

FIG. 15B is a flow chart of a method for determining a view for a userdevice with respect to a position and an orientation of the user deviceand the weapon.

FIG. 15C is a flow chart of a method for mapping the position andorientation of the user device and the weapon to the simulationenvironment for determining a display field of view a preferredembodiment.

FIG. 16A is a flowchart of a method for determining a phantom and haloof a preferred embodiment.

FIG. 16B is a plan view of a target and a phantom of a preferredembodiment.

FIG. 16C is an isometric view of a target and a phantom of a preferredembodiment.

FIG. 17 is a user point of view of a virtual reality simulation systemof a preferred embodiment.

DETAILED DESCRIPTION

It will be appreciated by those skilled in the art that aspects of thepresent disclosure may be illustrated and described herein in any of anumber of patentable classes or context including any new and usefulprocess, machine, manufacture, or composition of matter, or any new anduseful improvement thereof. Therefore, aspects of the present disclosuremay be implemented entirely in hardware, entirely in software (includingfirmware, resident software, micro-code, etc.) or combining software andhardware implementation that may all generally be referred to herein asa “circuit,” “module,” “component,” or “system.” Further, aspects of thepresent disclosure may take the form of a computer program productembodied in one or more computer readable media having computer readableprogram code embodied thereon.

Any combination of one or more computer readable media may be utilized.The computer readable media may be a computer readable signal medium ora computer readable storage medium. For example, a computer readablestorage medium may be, but not limited to, an electronic, magnetic,optical, electromagnetic, or semiconductor system, apparatus, or device,or any suitable combination of the foregoing. More specific examples ofthe computer readable storage medium would include, but are not limitedto: a portable computer diskette, a hard disk, a random access memory(“RAM”), a read-only memory (“ROM”), an erasable programmable read-onlymemory (“EPROM” or Flash memory), an appropriate optical fiber with arepeater, a portable compact disc read-only memory (“CD-ROM”), anoptical storage device, a magnetic storage device, or any suitablecombination of the foregoing. Thus, a computer readable storage mediummay be any tangible medium that can contain, or store a program for useby or in connection with an instruction execution system, apparatus, ordevice.

A computer readable signal medium may include a propagated data signalwith computer readable program code embodied therein, for example, inbaseband or as part of a carrier wave. The propagated data signal maytake any of a variety of forms, including, but not limited to,electro-magnetic, optical, or any suitable combination thereof. Acomputer readable signal medium may be any computer readable medium thatis not a computer readable storage medium and that can communicate,propagate, or transport a program for use by or in connection with aninstruction execution system, apparatus, or device. Program codeembodied on a computer readable signal medium may be transmitted usingany appropriate medium, including but not limited to wireless, wireline,optical fiber cable, RF, or any suitable combination thereof.

Computer program code for carrying out operations for aspects of thepresent disclosure may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Scala, Smalltalk, Eiffel, JADE, Emerald, C++, C#, VB.NET,Python or the like, conventional procedural programming languages, suchas the “C” programming language, Visual Basic, Fortran 2003, Perl, COBOL2002, PHP, ABAP, dynamic programming languages such as Python, Ruby andGroovy, or other programming languages.

Aspects of the present disclosure are described with reference toflowchart illustrations and/or block diagrams of methods, systems andcomputer program products according to embodiments of the disclosure. Itwill be understood that each block of the flowchart illustrations and/orblock diagrams, and combinations of blocks in the flowchartillustrations and/or block diagrams, can be implemented by computerprogram instructions. These computer program instructions may beprovided to a processor of a general purpose computer, special purposecomputer, or other programmable data processing apparatus to produce amachine, such that the instructions, which execute via the processor ofthe computer or other programmable instruction execution apparatus,create a mechanism for implementing the functions/acts specified in theflowchart and/or block diagram block or blocks.

These computer program instructions may also be stored in a computerreadable medium that when executed can direct a computer, otherprogrammable data processing apparatus, or other devices to function ina particular manner, such that the instructions when stored in thecomputer readable medium produce an article of manufacture includinginstructions which when executed, cause a computer to implement thefunction/act specified in the flowchart and/or block diagram block orblocks. The computer program instructions may also be loaded onto acomputer, other programmable instruction execution apparatus, or otherdevices to cause a series of operational steps to be performed on thecomputer, other programmable apparatuses or other devices to produce acomputer implemented process such that the instructions which execute onthe computer or other programmable apparatus provide processes forimplementing the functions/acts specified in the flowchart and/or blockdiagram block or blocks.

Referring to FIG. 6, system 600 includes network 601, simulationadministrator 602 connected to network 601, and user device 604connected to network 601. System administrator 602 is further connectedto simulation database 603 for storage of relevant data. For example,data includes a set of target data, a set of weapon data, and a set ofenvironment data.

In one embodiment, network 601 is a local area network. In anotherembodiment, network 601 is a wide area network, such as the internet. Inother embodiments, network 601 includes a combination of wide areanetworks and local area networks, includes cellular networks.

In a preferred embodiment, user device 604 communicates with simulationadministrator 602 to access database 603 to generate and project asimulation that includes a target, a phantom, and a phantom haloadjacent to the target as will be further described below.

In another embodiment, simulation administrator 602 generates asimulation that includes a target, a phantom, a phantom halo adjacent tothe target, and a weapon image as will be further described below andsends the simulation to user device for projection.

Referring to FIG. 7, simulation administrator 701 includes processor702, network interface 703 connected to processor 702, and memory 704connected to processor 702. Simulation application 705 is stored inmemory 704 and executed by processor 702. Simulation application 705includes position application 706, statistics engine 707, and target andphantom generator 708.

In a preferred embodiment, simulation administrator 701 is a PowerEdgeC6100 server and includes a PowerEdge C410x PCIe Expansion Chassisavailable from Dell Inc. Other suitable servers, server arrangements,and computing devices known in the art may be employed.

In one embodiment, position application 706 communicates with a positiontracker connected to the user device to detect the position of the userdevice for simulation application 705. Statistics engine 707communicates with a database to retrieve relevant data and generaterenderings according desired simulation criteria, such as desiredweapons, environments, and target types for simulation application 705.Target and phantom generator 708 calculates and generates a target alonga target path, a phantom target, and a phantom halo for the desiredtarget along a phantom path for simulation application, as will befurther described below.

Referring to FIG. 8, user device 800 includes computer 801 connected toheadset 802. Computer 801 is further connected to replaceable battery803, microphone 804, speaker 805, and position tracker 806.

Computer 801 includes processor 807, memory 809 connected to processor807, and network interface 808 connected to processor 807. Simulationapplication 810 is stored in memory 809 and executed by processor 807.Simulation application 810 includes position application 811, statisticsengine 812, and target and phantom generator 813. In a preferredembodiment, position application 811 communicates with position tracker806 to detect the position of headset 802 for simulation application810. Statistics engine 812 communicates with a database to retrieverelevant data and generate renderings according desired simulationcriteria, such as desired weapons, environments, and target types forsimulation application 810. Target and phantom generator 813 calculatesand generates a target along a target path, a phantom target, and aphantom halo for the desired target along a phantom path for simulationapplication 810, as will be further described below.

Input device 814 is connected to computer 801. Input device 814 includesprocessor 815, memory 816 connected to processor 815, communicationinterface 817 connected to processor 815, a set of sensors 818 connectedto processor 816, and a set of controls 819 connected to processor 815.

In one embodiment, input device 814 is a simulated weapon, such as ashot gun, a rifle, or a handgun. In another embodiment, input device 814is a set of sensors connected to a disabled real weapon, such as a shotgun, a rifle, or a handgun, to detect movement and actions of the realweapon. In another embodiment, input device 814 is a glove having a setof sensors worn by a user to detect positions and movements of a hand ofa user.

Headset 802 includes processor 820, battery 821 connected to processor820, memory 822 connected to processor 820, communication interface 823connected to processor 820, display unit 824 connected to processor 820,and a set of sensors 825 connected to processor 820.

Referring to FIGS. 9A and 9B, a preferred implementation of user device800 is described as user device 900. User 901 wears virtual reality unit902 having straps 903 and 904. Virtual reality unit 902 is connected tocomputer 906 via connection 905. Computer 906 is preferably a portablecomputing device, such as a laptop or tablet computer, worn by user 901.In other embodiments, computer 906 is a desktop computer or a server,not worn by the user. Any suitable computing device known in the art maybe employed. Connection 905 provides a data and power connection fromcomputer 906 to virtual reality unit 902.

Virtual reality unit 902 includes skirt 907 attached to straps 903 and904 and display portion 908 attached to skirt 907. Skirt 907 covers eyes921 and 916 of user 901. Display portion 908 includes processor 911,display unit 910 connected to processor 911, a set of sensors 912connected to processor 911, communication interface 913 connected toprocessor 911, and memory 914 connected to processor 911. Lens 909 ispositioned adjacent to display unit 910 and eye 921 of user 901. Lens915 is positioned adjacent to display unit 910 and eye 916 of user 901.Virtual reality unit 902 provides a stereoscopic three-dimensional viewof images to user 901.

User 901 wears communication device 917. Communication device 917includes earpiece speaker 918 and microphone 919. Communication device917 is preferably connected to computer 906 via a wireless connectionsuch as a Bluetooth connection. In other embodiments, other wireless orwired connections are employed. Communication device 917 enables voiceactivation and voice control of a simulation application stored in thecomputer 906 by user 901.

In one embodiment, virtual reality unit 902 is the Oculus Rift headsetavailable from Oculus VR, LLC. In another embodiment, virtual realityunit 902 is the HTC Vive headset available from HTC Corporation. In thisembodiment, a set of laser position sensors 920 is attached to anexternal surface virtual reality unit 902 to provide position data ofvirtual reality unit 902. Any suitable virtual reality unit known in theart may be employed.

In a preferred embodiment, a simulation environment that includes atarget is generated by computer 906. Computer 906 further generates aphantom target and a phantom halo in front of the generated target basedon a generated target flight path. The simulation environment includingthe generated target, the phantom target, and the phantom halo aretransmitted from computer 906 to virtual reality unit 902 for viewingadjacent eyes 921 and 916 of user 901, as will be further describedbelow. The user aims a weapon at the phantom target to attempt to shootthe generated target.

Referring FIG. 10A in one embodiment, simulated weapon 1001 includestrigger 1002 connected to set of sensors 1003, which is connected toprocessor 1004. Communication interface 1005 is connected to processor1004 and to computer 1009. Simulated weapon 1001 further includes a setof controls 1006 attached to an external surface of weapon 1001 andconnected to processor 1004. Set of controls 1006 includes directionalpad 1007 and selection button 1008. Battery 1026 is connected toprocessor 1004. Actuator 1024 is connected to processor 1004 to providehaptic feedback.

In a preferred embodiment, simulated weapon 1001 is a shotgun. It willbe appreciated by those skilled in the art that any type of weapon maybe employed.

In one embodiment, simulated weapon 1001 is a Delta Six first personshooter controller available from Avenger Advantage, LLC. Other suitablesimulated weapons known in the art may be employed.

In a preferred embodiment, set of sensors 1003 includes a positionsensor for trigger 1002 and a set of motion sensors to detect anorientation of weapon 1001.

In a preferred embodiment, the position sensor is a Hall Effect sensor.In this embodiment, a magnet is attached to trigger 1002. Any type ofHall Effect sensor or any other suitable sensor type known in the artmay be employed.

In a preferred embodiment, the set of motion sensors is a 9-axis motiontracking system-in-package package sensor, model no. MP11-9150 availablefrom InverSense®, Inc. In this embodiment, the 9-axis sensor combines a3-axis gyroscope, a 3-axis accelerometer, an on-board digital motionprocessor, and a 3-axis digital compass. In other embodiments, othersuitable sensors and/or suitable combinations of sensors may beemployed.

Referring to FIGS. 10B, 10C, and 10D in another embodiment, weapon 1010includes simulation attachment 1011 removably attached to its stock.Simulation attachment 1011 includes on-off switch 1012 and pair button1013 to communicate with computer 1009 via Bluetooth connection. Anysuitable wireless connection may be employed. Trigger sensor 1014 isremovably attached to trigger 1022 and in communication with simulationattachment 1011. A set of muzzle sensors 1015 is attached to a removableplug 1016 which is removable inserted into barrel 1023 of weapon 1010.Set of muzzle sensors 1015 include a processor 1017, battery 1018connected to processor 1017, gyroscope 1019 connected to processor,accelerometer 1020 connected to processor 1017, and compass 1021connected to processor 1017.

In one embodiment, set of muzzle sensors 1015 and removable plug 1016are positioned partially protruding outside of barrel 1023 of weapon1010.

In one embodiment, weapon 1010 includes rail 1025 attached to its stockin any position. In this embodiment, set of muzzle sensors 1015 ismounted to rail 1025.

In one embodiment, weapon 1010 fires blanks to provide kickback to auser.

It will be appreciated by those skilled in the art that any weapon maybe employed as weapon 1010, including any rifle or handgun. It will befurther appreciated by those skilled in the art that rail 1025 isoptionally mounted to any type of weapon. Set of muzzle sensors 1025 maybe mounted in any position on weapon 1010. Any type of mounting meansknown in the art may be employed.

Referring to FIG. 11, tracking glove 1100 includes hand portion 1101 andwrist portion 1102. Wrist portion 1102 includes processor 1103, battery1104 connected to processor 1103, communication interface 1105, andmemory 1106 connected to processor 1103. Hand portion 1101 includesthumb portion 1109 and finger portions 1112, 1116, 1120, and 1124. Handportion 1101 further includes backhand sensor 1107 and palm sensor 1108,each of which is connected to processor 1103. Thumb portion 1109 hassensors 1110 and 1111, each of which is connected to processor 1103.Finger portion 1112 has sensors 1113, 1114, and 1115, each of which isconnected to processor 1103. Finger portion 1116 has sensors 1117, 1118,and 1119, each of which is connected to processor 1103. Finger portion1120 has sensors 1121, 1122, and 1123, each of which is connected toprocessor 1103. Finger portion 1124 has sensors 1125, 1126, and 1127,each of which is connected to processor 1103.

In a preferred embodiment, hand portion 1101 is a polyester, nylon,silicone, and neoprene mixture fabric. In this embodiment, each ofsensors 1110, 1111, 1113, 1114, 1115, 1117, 1118, 1119, 1121, 1122,1123, 1125, 1126, and 1127 and each of backhand sensor 1107 and palmsensor 1108 sewn into the hand portion. Other suitable fabrics known inthe art may be employed.

In a preferred embodiment, wrist portion 1102 includes a hook and loopstrap to secure tracking glove 1100. Other securing means known in theart may be employed.

In a preferred embodiment, each of backhand sensor 1107 and palm sensor1108 is a an iNEMO inertial module model no. LSM9DS1 available from STMicroelectronics. Other suitable sensors known in the art may beemployed.

In a preferred embodiment, each of sensors 1110, 1111, 1113, 1114, 1115,1117, 1118, 1119, 1121, 1122, 1123, 1125, 1126, and 1127 is an iNEMOinertial module model no. LSM9DS1 available from ST Microelectronics.Other suitable sensors known in the art may be employed.

Referring to FIG. 12, in simulation environment 1200 user 1201 wearsuser device 1202 connected to computer 1204 and holds weapon 1203. Eachof position trackers 1205 and 1206 is connected to computer 1204.Position tracker 1205 has field of view 1207. Position tracker 1206 hasfield of view 1208. User 1201 is positioned in fields of view 1207 and1208.

In one embodiment, weapon 1203 is a simulated weapon. In anotherembodiment, weapon 1203 is a real weapon with a simulation attachment.In another embodiment, weapon 1203 is a real weapon and user 1201 wearsa set of tracking gloves 1210. In other embodiments, user 1201 wears theset of tracking gloves 1210 and uses the simulated weapon or the realweapon with the simulation attachment.

In a preferred embodiment, each of position trackers 1205 and 1206 is anear infrared CMOS sensor having a refresh rate of 60 Hz. Other suitableposition trackers known in the art may be employed.

In a preferred embodiment, position trackers 1205 and 1206 capture thevertical and horizontal positions of user device 1202, weapon 1203and/or set of gloves 1210. For example, position tracker 1205 capturesthe positions and movement of user device 1202 and weapon 1203, and/orset of gloves 1210 in the y-z plane of coordinate system 1209 andposition tracker 1206 captures the positions and movement of user device1202 and weapon 1203 and/or set of gloves 1210 in the x-z plane ofcoordinate system 1209. Further, a horizontal angle and an inclinationangle of the weapon are tracked by analyzing image data from positiontrackers 1205 and 1206. Since the horizontal angle and the inclinationangle are sufficient to describe the aim point of the weapon, the aimpoint of the weapon is tracked in time.

In a preferred embodiment, computer 1204 generates the set of targetdata includes a target launch position, a target launch angle, and atarget launch velocity of the generated target. Computer 1204 retrievesa set of weapon data based on a desired weapon, including a weapon typee.g., a shotgun, a rifle, or a handgun, a set of weapon dimensions, aweapon caliber or gauge, a shot type including a load, a caliber, apellet size, and shot mass, a barrel length, a choke type, and a muzzlevelocity. Other weapon data may be employed. Computer 1204 furtherretrieves a set of environmental data that includes temperature, amountof daylight, amount of clouds, altitude, wind velocity, wind direction,precipitation type, precipitation amount, humidity, and barometricpressure for desired environmental conditions. Other types ofenvironmental data may be employed.

Position trackers 1205 and 1206 capture a set of position image data ofuser device 1202, weapon 1203 and/or set of gloves 1210 and the set ofimages is sent to computer 1204. Sensors in user device 1202, weapon1203 and/or set of gloves 1210 detect a set of orientation data andsends the set of orientation data to computer 1204. Computer 1204 thencalculates a generated target flight path for the generated target basedon the set of target data, the set of environment data, and the positionand orientation of the user device 1202. The position and orientation ofthe user device 1202, the weapon 1203 and/or set of gloves 1210 aredetermined from the set of position image data and the set oforientation data. Computer 1204 generates a phantom target and a phantomhalo based on the generated target flight path and transmits the phantomtarget and the phantom halo to user device 1202 for viewing by user1201. User 1201 aims weapon 1203 at the phantom target and the phantomhalo to attempt to hit the generated target. Computer 1204 detects atrigger pull on weapon 1203 by a trigger sensor and/or a finger sensorand determines a hit or a miss of the generated target based on thetiming of the trigger pull, the set of weapon data, the position andorientation of user device 1202, weapon 1203, and/or set of gloves 1210,the phantom target, and the phantom halo.

Referring to FIG. 13, command menu 1300 includes simulation type 1301,weapon type 1302, ammunition 1303, target type 1304, station select1305, phantom toggle 1306, day/night mode 1307, environmental conditions1308, freeze frame 1309, instant replay 1310, and start/end simulation1311. Simulation type 1301 enables a user to select different types ofsimulations. For example, the simulation type includes skeet shooting,trap shooting, sporting clays, and hunting. Weapon type 1302 enables theuser to choose from different weapon types and sizes such as a shot gun,a rifle, and a handgun, and different calibers or gauges of the weaponstype. The user further enters a weapon sensor location, for example, inthe muzzle or on a rail, and whether the user is right or left handed.Ammunition 1303 enables the user to select different types of ammunitionfor the selected weapon type. Target type 1304 enables the user toselect different types of targets for the simulation, including a targetsize, a target color, and a target shape. Station select 1305 enablesthe user to choose different stations to shoot from, for example, in atrap shooting range, a skeet shooting range, or a sporting clays course.The user further selects a number of shot sequences for the stationselect. In a preferred embodiment, the number of shot sequences in theset of shot sequences is determined by the type of shooting range usedand the number of target flight path variations to be generated. Forexample, the representative number of shot sequences for a skeetshooting range is at least eight, one shot sequence per station. Morethan one shot per station may be utilized.

Phantom toggle 1306 allows a user to select whether to display a phantomtarget and a phantom halo during the simulation. The user furtherselects a phantom color, a phantom brightness level, and a phantomtransparency level. Day/night mode 1307 enables the user to switch theenvironment between daytime and nighttime. Environmental conditions 1308enables the user to select different simulation environmental conditionsincluding temperature, amount of daylight, amount of clouds, altitude,wind velocity, wind direction, precipitation type, precipitation amount,humidity, and barometric pressure. Other types of environmental data maybe employed. Freeze frame 1309 allows the user to “pause” thesimulation. Instant replay 1310 enables the user replay the last shotsequence including the shot attempt by the user. Start/end simulation1311 enables the user to start or end the simulation. In one embodiment,selection of 1301, 1302, 1303, 1304, 1305, 1306, 1307, 1308, 1309, 1310,and 1311 is accomplished via voice controls. In another embodiment,selection of 1301, 1302, 1303, 1304, 1305, 1306, 1307, 1308, 1309, 1310,and 1311 is accomplished via a set of controls on a simulated weapon aspreviously described.

Referring to FIG. 14, runtime method 1400 for a target simulation willbe described. At step 1401, a baseline position and orientation of theuser device and a baseline position and orientation of the weapon areset. In this step, the computer retrieves a set of position image datafrom a set of position trackers, a set of orientation data from a set ofsensors in the user device, the weapon and/or a set of gloves and savesthe current position and orientation of the user device and the weaponinto memory. Based on the simulation choice, the virtual position of thelauncher relative to the position and orientation of the user device isalso set. If the user device is oriented toward the virtual location ofthe launcher, a virtual image of the launcher will be displayed. At step1402, a set of target flight data, a set of environment data, and a setof weapon data are determined from a set of environment sensors and adatabase.

In a preferred embodiment, the set of weapon data is downloaded andsaved into the database based on the type of weapon that is in use. In apreferred embodiment, the set of weapon data includes a weapon typee.g., a shotgun, a rifle, or a handgun, a weapon caliber or gauge, ashot type including a load, a caliber, a pellet size, and shot mass, abarrel length, a choke type, and a muzzle velocity. Other weapon datamay be employed.

In a preferred embodiment, the set of environment data is retrieved fromthe database and includes a wind velocity, an air temperature, analtitude, a relative air humidity, and an outdoor illuminance. Othertypes of environmental data may be employed.

In a preferred embodiment, the set of target flight data is retrievedfrom the database based on the type of target in use. In a preferredembodiment, the set of target flight data includes a launch angle of thetarget, an initial velocity of the target, a mass of the target, atarget flight time, a drag force, a lift force, a shape of the target, acolor of the target, and a target brightness level.

At step 1403, the target and environment are generated from the set oftarget flight data and the set of environmental data. At step 1404, avirtual weapon image is generated and saved in memory. In this step,images and the set of weapon data of the selected weapon for thesimulation is retrieved from the database. At step 1405, the target islaunched and the target and environment are displayed in the userdevice. In a preferred embodiment, a marksman will initiate the launchwith a voice command such as “pull”.

At step 1406, a view of the user device with respect to a virtual targetlaunched is determined, as will be further described below.

At step 1407, a phantom target and a phantom halo are generated based ona target path and the position and orientation of the user, as will befurther described below. The target path is determined from the targetposition the target velocity using Eqs. 1-4. At step 1408, the generatedphantom target and the generated phantom halo are sent to the userdevice and displayed, if the user device is oriented toward the targetpath. The generated weapon is displayed if the user device is orientedtoward the position of the virtual weapon. At step 1409, whether thetrigger on the weapon has been pulled is determined from a set of weaponsensors and/or a set of glove sensors. If not, then method 1400 returnsto step 1406. If the trigger has been pulled, then method 1400 proceedsto step 1410.

At step 1410, a shot string is determined. In this step, a set ofposition trackers capture a set of weapon position images. In this step,a set of weapon position data is received from a set of weapon sensors.The shot string is calculated by:A_(shot string)=πR_(string) ²  Eq. 7R _(string) =R _(initial) +v _(spread) t  Eq. 8where A_(shot string) is the area of the shot string, R_(string) is theradius of the shot string, R_(initial) is the radius of the shot as itleaves the weapon, v_(spread) is the rate at which the shot spreads, andt is the time it takes for the shot to travel from the weapon to thetarget. An aim point of the weapon is determined from the set of weaponposition images and the set of weapon position data. A shot stringposition is determined from the position of the weapon at the time offiring and the area of the shot string.

At step 1411, if the user device is oriented along the muzzle of theweapon, the shot string is displayed on the user device at the shotstring position. Separately, a gunshot sound is played. At step 1412,whether the phantom target has been “hit” is determined. The simulationsystem determines the position of the shot string, as previouslydescribed. The simulation system compares the position of the shotstring to the position of the phantom target.

If the position of the shot string overlaps the position of the phantomtarget, then the phantom target is “hit”. If the position of the shotstring does not overlap the phantom target, then the phantom target is“missed”.

If the phantom target is hit and the user device is oriented toward thehit location, then method 1400 displays an animation of the target beingdestroyed on the user device at the appropriate coordinates and plays asound of the target being destroyed at step 1413. At step 1414, thesimulation system records a “hit” in the database.

If a “miss” is determined at step 1412, then method 1400 proceeds tostep 1415. At step 1415, whether the phantom halo is hit is determined.In this step, whether the shot string overlaps an area of the phantomhalo by a percentage greater than or equal to a predetermined percentageis determined. For example, the predetermined percentage is 50%. Whetherthe shot string overlaps at least 50% of the area of the phantom halo isdetermined. Any predetermined percentage may be employed.

If the position of the shot string overlaps the phantom halo by apercentage greater than or equal to the predetermined percentage, then a“hit” is determined and method 1400 proceeds to step 1413.

If at step 1415, the shot string does not overlap the area of thephantom halo by a percentage greater than or equal to the predeterminedpercentage, then a “miss” is determined and the simulation systemrecords a “miss” in the database at step 1416.

At step 1417, whether an end command has been received to complete thesimulation is determined. If not received, then method 1400 advances tothe next target at step 1418.

If an end command has been received and the simulation is complete, thena trend of shot attempts is analyzed at step 1419 by retrieving a numberof “hits” in the set of shot sequences and a number of “misses” in theset of shot sequences from the database. In this step, a shotimprovement is determined by evaluating the number of hits in the set ofshot sequences and the number of misses in the set of shot sequences.Method 1400 ends at step 1420.

Referring to FIG. 15A, user 1500 wears user device 1501 and holds weapon1502 in simulation environment 1503. Simulation environment 1503 is avirtual sphere spanning 360° in all directions surrounding user 1500.User device 1501 has field of view 1504. Field of view 1504 is a conethat has angular range α and spans an arcuate portion (in twodimensions) or a sectorial portion (in three dimensions) of simulationenvironment 1503. User device orientation vector 1505 bisects field ofview 1504 and angular range α into equal angles β. Weapon 1502 hasweapon orientation vector 1506. Each of user device orientation vector1505 and weapon orientation vector 1506 is independent of each other.The positions of user device 1501, weapon 1502, user device orientationvector 1505, and weapon orientation vector have Cartesian x,y,zcoordinates. Simulation environment 1503 has spherical coordinates.Simulation environment 1503 includes virtual target launcher 1507,virtual target 1508, phantom target 1509 and phantom halo 1510. As canbe seen, weapon 1502, virtual target 1508, phantom target 1509, andphantom halo 1510 are in field of view 1504 of user device 1501. Virtualtarget launcher 1507 is not in field of view 1504 of user device 1501.Weapon 1502, virtual target 1508, phantom target 1509 and phantom halo1510 will be displayed in user device 1501 and virtual launcher 1507will not be displayed in user device 1501.

In a preferred embodiment, angular range α is approximately 110° andeach of equal angles β is approximately 55°. Other angular ranges may beemployed.

Referring to FIG. 15B, step 1406 will be further described as method1511 for determining a view for a user device with respect to a positionand an orientation of the user device and the weapon. Method 1511 beginsat step 1512. At step 1513, a set of current position image data isretrieved from a set of position trackers and a set of current positionand orientation data is retrieved from the user device and the weaponand/or set of gloves. At step 1514, a set of motion detection data isreceived from a set of sensors in the user device to determine movementof the user device and from the weapon and/or set of gloves to determinemovement of the weapon. At step 1515, the set of motion detection dataand the position of the user device and the weapon and/or set of glovesare combined to determine an x, y, z position of the user device and theweapon and a roll, pitch, and yaw or detection of the user device andthe weapon. The current x, y, z orientation vectors for the user deviceand the weapon are calculated from the difference between the baselineposition and orientation and the current position and orientation of theuser device and the weapon. The set of motion detection data received isthe roll, pitch, and yaw orientation movement of the head of the userand the weapon. At step 1516, the current positions and orientationvectors of the user device and the weapon are mapped to the simulationenvironment. In a preferred embodiment, the current positions andorientation vectors are a 1:1 ratio to the positions and orientationvectors in the simulation environment. For example, for every inchand/or degree that the user device and/or the weapon moves and/orrotates, the view of the user and/or the simulated weapon moves one inchand/or rotates one degree in the simulated environment. Other ratios maybe employed. The mapping determines the display view, as will be furtherdescribed below. At step 1517, the simulation environment that would bevisible the user based on the orientation of the user device and theweapon is displayed. Method 1500 ends at step 1518.

Referring to FIG. 15C, step 1516 will be further described as method1519 for mapping the position and orientation of the user device and theweapon to the simulation environment for determining a display field ofview. At step 1520, the x, y, z positions of the weapon and the weaponorientation vector are retrieved. At step 1521, the x, y, z positions ofthe weapon and the weapon orientation vector are converted to sphericalcoordinates (r, θ, φ) using:

$\begin{matrix}{r = \sqrt{x^{2} + y^{2} + z^{2}}} & {{Eq}.\mspace{14mu} 9} \\{\theta = {\arccos\left( \frac{x}{\sqrt{x^{2} + y^{2} + z^{2}}} \right)}} & {{Eq}.\mspace{14mu} 10} \\{\varphi = {\arctan\left( \frac{y}{x} \right)}} & {{Eq}.\mspace{14mu} 11}\end{matrix}$

At step 1522, the weapon is rendered in the simulation environment atthe spherical position and orientation vector. At step 1523, the x, y, zpositions of the user device and the user device orientation vector areretrieved. At step 1524, the x, y, z positions of the user device andthe user device orientation vector are converted to sphericalcoordinates (r, θ, φ) using Eqs. 9, 10, and 11. At step 1525, thedisplay field of view is determined from the spherical orientationvector coordinates. In this step, equal angles β are measured from theuser device orientation vector to define the display field of view as asector of the simulation environment in spherical coordinates. At step1526, the field of view sector is compared to the simulation environmentto determine a portion of the simulation environment within the field ofview sector. At step 1527, the portion of the simulation environmentwithin the field of view sector is displayed on the user device as thedisplay field of view. At step 1528, the spherical position andorientation vector of the weapon is compared to the field of view sectorto determine whether the weapon is in the display field of view. If theweapon is not in the display field of view, then method 1519 returns tostep 1520. If the weapon is in the display field of view, then theweapon is displayed on the user device at the spherical position andorientation. Method 1519 then returns to step 1520.

Referring to FIG. 16A, step 1407 will be further described as method1600 for generating a phantom target and a phantom halo. At step 1601, aphantom path is extrapolated. Referring to FIGS. 16B and 16C, target1606 is launched from launch point 1611 and moves along target path 1607at position P₁. Phantom target 1608 moves along phantom path 1609 aheadof target 1606 at position P₂. Position P₂ is lead distance 1610 anddrop distance 1616 from position P₁. Phantom path 1609 varies as target1606 and target path 1607 varies, thereby varying lead distance 1610.Marksman 1612 is positioned at distance 1613 from launch point 1611.Marksman 1612 aims at phantom target 1608 and shoots along shot path1614 to intercept target 1606. Target path 1607 is extrapolated overtime using the set of target flight data. Target path 1607 is calculatedusing Eqs. 1-4.

Referring to FIG. 16B, lead distance 1610 is calculated using targetpath 1607, the relative marksman location, and the set of weapon data.

$\begin{matrix}{D_{P_{2}} \approx \frac{D_{S_{2}}\tan\;\varphi_{2}}{{\cos\;\theta\;\tan\;\varphi_{2}} - {\sin\;\theta}}} & {{Eq}.\mspace{14mu} 12} \\{D_{P_{1}} \approx \frac{D_{S_{1}}\tan\;\varphi_{1}}{{\cos\;{\theta tan}\;\varphi_{1}} - {\sin\;\theta}}} & {{Eq}.\mspace{14mu} 13}\end{matrix}$where D_(P) ₂ is the distance of phantom target 1608 at position P₂ fromlaunch point 1611, D_(S) ₂ is the distance from marksman 1612 to phantomtarget 1608 along shot path 1614, φ₂ is the angle between shot path 1614and distance 1613, θ is the launch angle between target path 1607 anddistance 1613, D_(P) ₁ is the distance of target 1606 at position P₁from launch point 1611, D_(S) ₁ is the distance from marksman 1612 totarget 1606 along shot path 1615, φ₁ is the angle between shot path 1615and distance 1613, θ is the launch angle between target path 1607 anddistance 1613. Lead distance 1610 is:

$\begin{matrix}{D_{Lead} \approx {D_{P_{2}} - D_{P_{1}}}} & {{Eq}.\mspace{14mu} 14} \\{D_{Lead} \approx \frac{A\;\Delta\; D_{S}\tan\; C\;\Delta\;\varphi}{{\cos\; B\;{\theta tan}\; C\;\Delta\;\varphi} - {\sin\; B\;\theta}}} & {{Eq}.\mspace{14mu} 15}\end{matrix}$where D_(Lead) is lead distance 1610, ΔD_(S) is the difference betweenthe distances of shot paths 1614 and 1615, Δφ is the difference betweenangles φ₂ and φ₁, θ is the launch angle between target path 1607 anddistance 1613. A is a variable multiplier for shot size, gauge, and shotmass, B is a variable multiplier for θ including vibration of a targetthrower and a misaligned target in the target thrower, and C is avariable multiplier for drag, lift, and wind.

For example, the approximate times it takes for a 7½ shot size shellwith an initial muzzle velocity of approximately 1,225 feet per secondto travel various distances is shown in Table 1.

TABLE 1 Time and Distances of a 7½ Shot Distance from barrel Time(seconds)  30 feet 0.027  60 feet 0.060  90 feet 0.097 120 feet 0.139150 feet 0.186 180 feet 0.238

Various lead distances between target 1606 and phantom target 1608 fortarget 1606 having an initial velocity of approximately 30 mph is shownin Table 2.

TABLE 2 Lead Distances with a 7½ Shot on a Full Crossing Shot Distancefrom Barrel Lead Distance 60 feet 2.64 feet 90 feet 4.62 feet 120 feet 5.56 feet

Referring to FIG. 16C, phantom path 1609 is offset from target path 1607by drop distance 1616 to simulate and compensate for the averageexterior ballistics drop of a shot.

The “drop of a shot” is the effect of gravity on the shot during thedistance traveled by the shot. The shot trajectory has a near parabolicshape. Due to the near parabolic shape of the shot trajectory, the lineof sight or horizontal sighting plane will cross the shot trajectory attwo points called the near zero and far zero in the case where the shothas a trajectory with an initial angle inclined upward with respect tothe sighting device horizontal plane, thereby causing a portion of theshot trajectory to appear to “rise” above the horizontal sighting plane.The distance at which the weapon is zeroed, and the vertical distancebetween the sighting device axis and barrel bore axis, determine theamount of the “rise” in both the X and Y axes, i.e., how far above thehorizontal sighting plane the rise goes, and over what distance itlasts.

Drop distance 1616 is calculated by:

$\begin{matrix}{D_{Drop} \approx {v_{t}\tau\;{\ln\left\lbrack {\cosh\left( \frac{t_{impact}}{\tau} \right)} \right\rbrack}}} & {{Eq}.\mspace{14mu} 16}\end{matrix}$where D_(Drop) is drop distance 1616, t_(impact) is the time requiredfor a shot string fired by marksman 1612 to impact target 1608.T_(impact) is determined by a set of lookup tables having various impacttimes at predetermined distances for various shot strings.

$\begin{matrix}{{v_{t} = \sqrt{\frac{2{mg}}{C\;\rho\; A}}},{and}} & {{Eq}.\mspace{14mu} 17} \\{\tau = \frac{v_{t}}{g}} & {{Eq}.\mspace{14mu} 18}\end{matrix}$where v_(t) is the terminal velocity of target 1606, m is the mass oftarget 1606, g is the vertical acceleration due to gravity, C is thedrag coefficient for target 1606, ρ is the density of the air, A is theplanform area of target 1606, and τ is the characteristic time.

Referring to FIGS. 16A and 16C, at step 1602, phantom halo 1617 isdetermined. Phantom halo 1617 is a simulation of a shot string at adistance of the phantom target from the position of the marksman. In apreferred embodiment, an area of phantom halo 1617 is determined fromthe set of weapon data and calculated by:A_(shot string)=πR_(string) ²  Eq. 19R _(string) =γR _(initial) +v _(spread) t  Eq. 20A_(phantom halo)=A_(shot string)  Eq. 21where A_(shot string) is the area of the shot string, R_(string) is theradius of the shot string, R_(initial) is the radius of the shot as itleaves the weapon, γ is a variable multiplier for any choke applied tothe weapon as determined from the set of weapon data, v_(spread) is therate at which the shot spreads, and t is the time it takes for the shotto travel from the weapon to the target. A_(phantom halo) is the area ofphantom halo 1617.

In one embodiment, the area of phantom halo 1617 varies as the amount ofchoke applied to the weapon varies.

Returning to FIG. 16A, at step 1603, a relative contrast value betweenthe target and a background surrounding the target is analyzed bycalculating the difference between a grayscale brightness of the targetand an average brightness of the background surrounding the target andthe difference between an average color of the target and a color of thebackground surrounding the target based on a desired day/night settingand a set of desired environmental conditions.

At step 1604, a color and a contrast level of a phantom target isdetermined. In a preferred embodiment, the phantom target includes a setof pixels set at a predetermined contrast level. The predeterminedcontrast level is determined by the difference of the color between thephantom target and the target and the difference of the brightnessbetween the phantom target and the target. In this embodiment, thepredetermined contrast level is a range from a fully opaque image to afully transparent image with respect to the image of the target and theimage of the background.

In a preferred embodiment, the set of pixels is set at a predeterminedcolor. For example, blaze orange has a pixel equivalent setting of R232, G 110, B0.

At step 1605, a color and contrast level of the phantom halo isdetermined. In a preferred embodiment, the phantom halo includes a setof pixels set at a predetermined contrast level. The predeterminedcontrast level is determined by the difference of the color between thephantom halo and the target and the difference of the brightness betweenthe phantom halo and the target. In this embodiment, the predeterminedcontrast level is a range from a fully opaque image to a fullytransparent image with respect to the image of the target and the imageof the background.

In a preferred embodiment, the set of pixels is set at a predeterminedcolor. For example, black has a pixel equivalent setting of R 0, G 0, B0. Any color may be employed.

Referring to FIG. 17, a view of a simulation from the perspective of amarksman wearing a user device is shown. Through display 1700,background environment 1701 and target 1702 are viewed. Phantom target1703 is projected at a lead distance and at a drop distance from target1702. Phantom halo 1704 is projected surrounding phantom target 1703.Marksman 1705 aims weapon 1706 at phantom target 1703.

In a preferred embodiment, shot center 1707 appears on display 1700 whenmarksman 1705 pulls a trigger of weapon 1706. Shot string 1708 surroundsshot center 1707. In a preferred embodiment, shot string 1708 is asimulation of a shot pellet spread fired from weapon 1706.

It will be appreciated by those skilled in the art that the describedembodiments disclose significantly more than an abstract idea includingtechnical advancements in the field of data processing and atransformation of data which is directly related to real world objectsand situations in that the disclosed embodiments enable a computer tooperate more efficiently. For example, the disclosed embodimentstransform positions, orientations, and movements of a user device and aweapon into a graphical representations of the user and the weapon in asimulation environment.

It will be appreciated by those skilled in the art that modificationscan be made to the embodiments disclosed and remain within the inventiveconcept. Therefore, this invention is not limited to the specificembodiments disclosed, but is intended to cover changes within the scopeand spirit of the claims.

The invention claimed is:
 1. A method for training a marksmancomprising: receiving a set of target data and a set of environmentdata; generating a simulation environment from the set of environmentdata; generating a target along a target path from the set of targetdata in the simulation environment; extrapolating a phantom path fromthe target path; calculating a lead distance from the target path;calculating a drop distance from the target path; calculating a phantomposition along the phantom path at the lead distance and at the dropdistance, in the simulation environment; generating a phantom image atthe phantom position; determining a headset position and a headsetorientation; determining a weapon position and a weapon orientation;generating a user view of the simulation environment based on theheadset position and the headset orientation; displaying the user view;receiving a trigger pull signal; determining a shot string position fromthe trigger pull signal, the weapon position, and the weaponorientation; determining a phantom hit condition based on the shotstring position and the phantom position; and, generating a hit signalif the phantom hit condition is true.
 2. The method of claim 1, whereinthe step of generating a phantom image further comprises the step ofgenerating the phantom image at a set of predetermined contrast levels.3. The method of claim 1 further comprising: calculating a halo positionalong the phantom path, at the lead distance and at the drop distance,in the simulation environment; generating a halo image at the haloposition; determining a halo hit condition based on the shot stringposition and the halo position; and, generating the hit signal if thehalo hit condition is true.
 4. The method of claim 3, further comprisingthe step of setting a base headset position, a base weapon position, abase headset orientation, and a base weapon orientation.
 5. The methodof claim 4, further comprising the steps of: receiving a set of handposition data; determining the weapon position from the set of handposition data and the base weapon position; determining the weaponorientation from the set of hand position data and the base weaponorientation; and, generating the trigger pull signal from the set ofhand position data.
 6. The method of claim 3, further comprising thesteps of: receiving a set of headset position data; receiving a set ofweapon position data; determining the headset position from the set ofheadset position data and the base headset position; and, determiningthe weapon position from the set of weapon position data and the baseweapon position.
 7. The method of claim 6, wherein the step ofdisplaying a user view further comprises the steps of: receiving a setof headset motion data; receiving a set of weapon motion data;calculating a headset orientation vector from the headset position andthe set of headset motion data; calculating a weapon orientation vectorfrom the weapon position and the set of weapon motion data; and, mappingthe headset position, the headset orientation vector, the weaponposition, and the weapon orientation vector to the simulationenvironment.
 8. The method of claim 7, wherein the step of mappingfurther comprises the steps of: converting the weapon position and theweapon orientation vector to a first set of coordinates; rendering thevirtual weapon in the simulation environment at the first set ofcoordinates; converting the headset position and the headset orientationvector to a second set of coordinates; defining a field of view of thesimulation environment based on the second set of coordinates;displaying the field of view as the user view; comparing the first setof coordinates to the field of view; and, displaying the virtual weaponat the first set of coordinates in the field of view if the first set ofcoordinates is in the field of view.
 9. The method of claim 3, furthercomprising the steps of: receiving a set of voice commands; and,changing at least one of the group selected from the simulationenvironment, the target, the phantom image, the halo image and thevirtual weapon, based on the set of voice commands.
 10. The method ofclaim 3, wherein the step of determining the phantom hit conditionfurther comprises the steps of: comparing the shot string position tothe phantom position; and, generating the hit signal if the shot stringposition overlaps the phantom position.
 11. The method of claim 3,further comprising the step of receiving a set of weapon data, andwherein the step of determining the halo hit condition further comprisesthe steps of: determining a diameter for the halo image from the set ofweapon data; determining a halo position from the diameter and thephantom path; comparing the shot string position to the halo position;determining a halo overlap percentage between the halo position and theshot string position; and, generating the hit signal if the halo overlappercentage is at least a predetermined percentage.
 12. The method ofclaim 11, further comprising the step of generating a virtual weaponfrom the set of weapon data in the simulation environment.
 13. Themethod of claim 3, wherein the step of generating a halo image furthercomprises the step of generating the halo image at a set ofpredetermined contrast levels.
 14. A system for marksmanship trainingcomprising: a computer; a headset connected to the computer; a set ofweapon sensors connected to the computer; the computer programmed to:receive a set of target data, a set of environment data, a selectedsimulation, and a set of weapon data; generate a simulation environmentfrom the set of environment data and the selected simulation; generate avirtual weapon from the set of weapon data in the simulationenvironment; generate a target along a target path from the set oftarget data in the simulation environment; extrapolate a phantom pathfrom the target path; calculate a lead distance from the target path;calculate a drop distance from the target path; generate a halo and aphantom along the phantom path, at the lead distance, at the dropdistance, in the simulation environment; determine a headset positionand a headset orientation; determine a weapon position and a weaponorientation; determine a user view of the simulation environment basedon the headset position and the headset orientation; send the user viewto the headset; receive a trigger pull signal from the set of weaponsensors; determine a shot string position from the trigger pull signal,the set of weapon data, the weapon position, and the weapon orientation;determine whether a hit is on the target based on the shot stringposition, the phantom, and the halo; and, generate a hit signal if thehit is on the target.
 15. The system of claim 14, wherein the computeris further programmed to set a base headset position, a base weaponposition, a base headset orientation, and a base weapon orientation. 16.The system of claim 15, further comprising a set of hand sensorsconnected to the computer, and wherein the computer is furtherprogrammed to: receive a set of hand position data from the set of handsensors; determine the weapon position from the set of hand positiondata and the base weapon position; determine the weapon orientation fromthe set of hand position data and the base weapon orientation; and,generate the trigger pull signal from the set of hand position data. 17.The system of claim 15, further comprising a set of position trackersconnected to the computer, and wherein the computer is furtherprogrammed to: receive a set of headset position data from the set ofposition trackers; receive a set of weapon position data from the set ofposition trackers; determine the headset position from the set ofheadset position data and the base headset position; and, determine theweapon position from the set of weapon position data and the base weaponposition.
 18. The system of claim 17, wherein the headset furthercomprises a set of headset sensors, and wherein the computer is furtherprogrammed to: receive a set of headset motion data from the set ofheadset sensors; receive a set of weapon motion data from the set ofweapon sensors; calculate a headset orientation vector from the headsetposition and the set of headset motion data; calculate a weaponorientation vector from the weapon position and the set of weapon motiondata; and, map the headset position, the headset orientation vector, theweapon position, and the weapon orientation vector to the simulationenvironment.
 19. The system of claim 18, wherein the computer is furtherprogrammed to: convert the weapon position and the weapon orientationvector to a first set of coordinates; render the virtual weapon in thesimulation environment at the first set of coordinates; convert theheadset position and the headset orientation vector to a second set ofcoordinates; define a field of view of the simulation environment basedon the second set of coordinates; send the field of view as the userview to the headset; compare the first set of coordinates to the fieldof view; and, display the virtual weapon at the first set of coordinatesin the field of view if the first set of coordinates is in the field ofview.
 20. The system of claim 14, further comprising a weapon removablyattached to the set of weapon sensors.
 21. The system of claim 14,further comprising a simulated weapon attached to the set of weaponsensors.
 22. The system of claim 14, wherein the headset is a virtualreality headset.
 23. The system of claim 14, further comprising acommunication device connected to the computer, and wherein the computeris further programmed to: receive a set of voice commands; and, changeat least one of the group selected from the simulation environment, thetarget, the phantom, the halo, and the virtual weapon, based on the setof voice commands.
 24. The system of claim 14, wherein the computer isfurther programmed to: determine a phantom position from the phantompath; compare the shot string position to the phantom position; and,generate the hit signal if the shot string position overlaps the phantompath.
 25. The system of claim 14, wherein the computer is furtherprogrammed to: determine a diameter for the halo from the set of weapondata; determine a halo position from the diameter and the phantom path;compare the shot string position to the halo position; determine a halooverlap percentage between the halo position and the shot stringposition; and, generate the hit signal if the halo overlap percentage isat least a predetermined percentage.
 26. A system for teaching leadcomprising: a network; a simulation administrator connected to thenetwork; a database connected to the simulation administrator; acomputer connected to the network; a set of weapon sensors connected tothe computer; a set of position trackers connected to the computer; avirtual reality unit connected to the computer and configured to bewearable by a user; a marksmanship simulation, generated by thecomputer, further comprising a virtual target, a phantom target at alead distance and a drop distance from the virtual target, and a halosurrounding the phantom; a user view of the marksmanship simulation,generated by the computer, displayed in the virtual reality unit;wherein the computer includes a memory and processor that are configuredto perform the steps of: receiving a set of target data and a set ofenvironment data; generating a simulation environment in themarksmanship simulation from the set of environment data; generating thevirtual target along a target path from the set of target data in thesimulation environment; extrapolating a phantom path from the targetpath; calculating the lead distance from the target path; calculatingthe drop distance from the target path; calculating a phantom positionof the phantom target along the phantom path at the lead distance and atthe drop distance, in the simulation environment; generating a phantomimage of the phantom target at the phantom position; determining aheadset position of the virtual reality unit and a headset orientationof the virtual reality unit; determining a weapon position and a weaponorientation; generating the user view of the simulation environmentbased on the headset position and the headset orientation; displayingthe user view; receiving a trigger pull signal; determining a shotstring position from the trigger pull signal, the weapon position, andthe weapon orientation; determining a phantom hit condition based on theshot string position and the phantom position; and, generating a hitsignal if the phantom hit condition is true.
 27. The system of claim 26,wherein the virtual reality unit further comprises a set of sensors,connected to the computer, for generating motion information of thevirtual reality unit that is tracked by the computer.
 28. The system ofclaim 27, further comprising a set of position signals generated by theset of position trackers, and wherein the user view is defined based onthe motion information and the set of position signals.
 29. The systemof claim 28, further comprising: a set of weapon signals generated bythe set of weapon sensors; a virtual weapon generated by the computerfrom the set of weapon signals in the marksmanship simulation at theweapon position.
 30. The system of claim 29, wherein the virtual weaponis displayed in the user view when the weapon position is within theuser view.
 31. The system of claim 26, further comprising a real weaponremovably attached to the set of weapon sensors.
 32. The system of claim31, wherein the real weapon further comprises a rail, and wherein theset of weapon sensors is removably attached to the rail.